11.29 Rank 2 Rituals

Animal Messenger

Rank 2

Casting time: One minute.

Attune

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Spheres: Enchantment

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Make an attack vs. Mental against one Small or Tiny animal within Medium (60 ft.) range. You take a -10 penalty to accuracy with this attack against creatures who have made an attack or been attacked since the start of the last round.

This ritual requires one fatigue level from its participants.

Hit: The target is compelled to deliver a message for you. You can give the animal a small piece of parchment or similarly sized item containing up to 25 words. In addition, choose a destination that you can clearly visualize. You must have a general idea of the direction and distance to that location from your current location. You must also visualize what a valid recipient for the message looks like. You can leave this description vague, such as "any humanoid creature", or be more specific, like "a hawk-nosed human wearing a red cloak".

The animal will attempt to travel to that destination to the best of its ability, following the directions you have given it. It will not willingly part with its message until it reaches its destination. Once it reaches its destination, it will wait until it observes a valid recipient, leaving the destination only briefly as necessary to sustain itself. When the animal has delivered its message, this effect ends, allowing you to know that the message has been delivered.

Augury

Rank 2

Casting time: One hour.

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Spheres: Revelation

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You receive a limited glimpse into your immediate future. When you perform this ritual, you specify a course of action that you could hypothetically take during the next hour. You can be as broad or as detailed as you want in your description of your plan, though more specific and plausible plans generally yield more accurate results. The GM specifies one of four possible outcomes for the augury based on what is most likely to occur if you follow your plan. This is not a guarantee of success or failure, especially for plans that have some intrinsic randomness or chance of failure (such as planning to defeat a monster in combat).

This ritual only yields accurate results once for any given situation. If you perform the ritual again in a situation that has not meaningfully changed, the augury always has no outcome regardless of the plan you specify. For example, if you are presented with seven doorways, with one doorway leading to a magnificent treasure and all other doorways leading to certain death, you cannot simply perform this ritual six times to determine the correct doorway.

This ritual requires one fatigue level from its participants.

Bestow Darkvision

Rank 2

Casting time: One minute.

Visual, Attune (target)

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Spheres: Polymorph, Umbramancy

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Choose up to six ritual participants. Each target gains darkvision with a range of 60 feet. If it already has darkvision, the range of its darkvision increases by 60 feet instead.

This ritual requires one fatigue level from its participants.

Cleansing Meditation

Rank 2

Casting time: One minute.

Compulsion

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Spheres: Enchantment, Prayer, Thaumaturgy

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Choose up to six ritual participants. You can designate unconscious creatures as ritual participants for this ritual. Once the ritual finishes, each target enters a deep meditative state for ten minutes. At the end of that time, it removes all Emotion and Compulsion effects affecting it, including curses. It also gains the normal benefits of a short rest.

This ritual requires one fatigue level from its participants.

Conceal Trail

Rank 2

Casting time: One minute.

Attune

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Spheres: Chronomancy, Photomancy, Verdamancy

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Choose up to five creatures within Medium (60 ft.) range from among you and your allies. At the end of each round, the footprints, scent, and other tracks left by each target during that round are magically concealed. This increases the difficulty value to follow the trail by 10, but does not prevent creatures from seeing or smelling each target normally in combat. At the end of each round, if any target is outside of Long (90 ft.) range from you, the effect is broken for that target and its trail is revealed.

This ritual requires one fatigue level from its participants.

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You can perform this ritual at a higher rank. The difficulty value increases by 2 per rank above 2.

Consecrated Ground

Rank 2

Casting time: One hour.

Attune

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Spheres: Channel Divinity, Prayer

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The area within an Large (60 ft.) radius zone from your location becomes sacred to your deity. This has no tangible effects by itself, but some special abilities and monsters behave differently in consecrated areas.

This ritual requires one fatigue level from its participants.

Discern Location

Rank 2

Casting time: 24 hours.

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Spheres: Revelation

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When you perform this ritual, choose a creature or object. You must have seen the chosen creature or object in person and either be able to clearly visualize its appearance or know its proper name to find it with this ritual. A creature or object without a proper name cannot be identified by name in this way. If you specify the chosen creature or object’s appearance incorrectly, or if it has significantly changed its appearance, you may accidentally affect a different creature, or the ritual may simply fail.

If the chosen creature or object is within 200 miles of you, you learn the location (place, name, business name, or the like), community, country, and continent where the target was at when you started performing this ritual. If there is no corresponding information about an aspect of the target’s location, such as if the target is in a location which is not part of a recognized country, you learn only that that aspect of the information is missing.

This ritual requires 8 fatigue levels from its participants.

Fabricate Sustenance

Rank 2

Casting time: One hour.

Creation

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Spheres: Fabrication, Verdamancy

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This ritual creates food in one unoccupied square within Short (30 ft.) range that is sufficient to sustain five Medium creatures for 24 hours. It also creates basic receptacles to hold the food. The food that this ritual creates is simple fare of your choice – highly nourishing, if rather bland.

This ritual requires one fatigue level from its participants.

Gills

Rank 2

Casting time: One minute.

Attune (target)

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Spheres: Aquamancy, Polymorph

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Choose up to six ritual participants. Each target gains the ability to breathe water as easily as a human breathes air, preventing it from drowning or suffocating underwater.

This ritual requires one fatigue level from its participants.

Manipulate Water

Rank 2

Casting time: One minute.

Sustain (attuneable, minor)

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Spheres: Aquamancy

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You change the speed of water within a Large (60 ft.) radius emanation from you by up to 5 miles per hour. If you decrease the water’s speed to 0, you can increase it again with the remainder of your speed change and choose any direction for it to travel. You choose the speed change and direction when you cast this spell, and that choice persists for the duration of this effect.

In addition to allowing you to change the direction of currents within large bodies of water, you can also use this to propel water across surfaces. Generally, moving water uphill costs at least 5 miles per hour of speed for every foot of elevation that you are trying to climb, which can limit your ability to move water up large distances.

This ritual requires one fatigue level from its participants.

Meld Shut

Rank 2

Casting time: One hour.

Attune

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Spheres: Polymorph

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Choose one Large or smaller closable, nonmagical object within Short (30 ft.) range, such as a door or box. The target changes its form so it cannot be opened. A box becomes fully sealed instead of hinged, a door expands slightly to merge with its frame, and so on. To a casual observer, it may not be obvious that there was ever an opening, though a difficulty value 15 Awareness check would reveal the alteration. Opening the object without breaking it requires a difficulty value 20 Devices check.

When you perform this ritual, you may choose a Fine object within Short (30 ft.) range to function as a key. When the chosen key touches the sealed object, this ritual is suppressed for one minute, allowing the object to be opened normally.

This ritual requires one fatigue level from its participants.

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You can perform this ritual at a higher rank. The difficulty value increases by 2 per rank above 2.

Observe the Future

Rank 2

Casting time: One hour.

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Spheres: Chronomancy

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You receive a limited insight into your immediate future. When you perform this ritual, you specify a course of action that you could hypothetically take during the next hour. At the end of the ritual, a version of yourself from an hour into the future appears. That person is a version of yourself who took your described course of action. You can visibly observe any changes in their appearance, and they can briefly gesture to indicate whether they recommend following that action, but no words can be exchanged.

If no version of yourself appears, it is likely that you would not survive taking your proposed course of action. The future is variable and chaotic, so making the same decisions does not guarantee the same results as your future self, but it should be likely to have a similar outcome.

This ritual requires one fatigue level from its participants and the consumption of diamond dust with the equivalent value of a rank 2 item (200 gp).

Permanent Light

Rank 2

Casting time: One hour.

Visual

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Spheres: Electromancy, Photomancy, Pyromancy

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This ritual functions like the continuous light ritual, except that the effect lasts for one year.

This ritual requires one fatigue level from its participants.

Purify Water

Rank 2

Casting time: One minute.

Sustain (attuneable, minor)

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Spheres: Aquamancy, Prayer, Toxicology

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You can separate out dirt, sand, salt, poison, and similar minor pollutants from up to one thousand gallons of water within Short (30 ft.) range. That roughly corresponds to a single 5-ft. square of water. The waste material moves to the edge of the water so it falls out or can be easily removed. It remains separated until this ritual’s effect ends. This does not remove magical effects or contaminants heavier than half a pound. Using this to gradually purify a very large body of water is difficult, since the waste material can easily mix with the water unaffected by a single use of this ritual.

This ritual requires one fatigue level from its participants.

Remove Disease

Rank 2

Casting time: One hour.

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Spheres: Toxicology, Vivimancy

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All diseases affecting yourself or one ally within Medium (60 ft.) range are removed.

This ritual requires one fatigue level from its participants.

Restful Sleep

Rank 2

Casting time: One minute.

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Spheres: Enchantment, Toxicology

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Choose one ritual participant. The target immediately falls asleep, and cannot be awoken unless it loses hit points or gains a vital wound. If it finishes a long rest while asleep in this way, it removes an additional vital wound.

This ritual requires one fatigue level from its participants.

Retrieve Legacy

Rank 2

Casting time: 24 hours.

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Spheres: Astromancy, Summoning

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Choose one ritual participant. If its legacy item is on the same plane and unattended, the item is teleported into the creature’s hand.

This ritual requires 8 fatigue levels from its participants.

Scryward

Rank 2

Casting time: 24 hours.

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Spheres: Revelation, Thaumaturgy, Umbramancy

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This ritual creates a ward against scrying in a Medium (30 ft.) radius zone centered on your location. All Scrying effects fail to function in the area. This effect lasts for one year.

This ritual requires 8 fatigue levels from its participants.

Seal Shut

Rank 2

Casting time: One minute.

Attune

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Spheres: Cryomancy, Polymorph, Telekinesis, Terramancy

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Choose one Large or smaller closable, nonmagical object within Short (30 ft.) range, such as a door or box. The target becomes impossible to open and more difficult to break. It gains a +10 bonus to its damage resistance. Opening the object without breaking it requires a DV 20 Devices check.

When you perform this ritual, you may choose a Fine object within Short (30 ft.) range to function as a key. When the chosen key touches the protected object, this ritual is suppressed for one minute, allowing the object to be opened normally.

This ritual requires one fatigue level from its participants.

Seek Legacy

Rank 2

Casting time: One minute.

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Spheres: Prayer, Revelation, Thaumaturgy

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Choose one ritual participant. They learn the precise distance and direction to their legacy item, if it is on the same plane.

This ritual requires one fatigue level from its participants.

Sending

Rank 2

Casting time: One hour.

Sustain (standard)

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Spheres: Aeromancy, Prayer, Revelation

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Choose a creature within 200 miles of you. You do not need line of sight or line of effect to the target. However, you must specify your target with a precise mental image of its appearance. The image does not have to be perfect, but it must unambiguously identify the target. If you specify its appearance incorrectly, or if the target has changed its appearance, you may accidentally target a different creature, or the ritual may simply fail.

You send the target a short verbal message. The message must be twenty-five words or less, and speaking the message must not take longer than five rounds.

After the target receives the message, it may reply with a message of the same length as long as the ritual’s effect continues. Once it speaks twenty-five words, or you stop sustaining the effect, the effect ends.

This ritual requires one fatigue level from its participants.

Sense Flame

Rank 2

Casting time: One minute.

Detection

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Spheres: Revelation, Pyromancy

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You learn the general pattern of where active fires exist within a one mile radius from your location. The detail of your mental picture is limited to roughly knowing whether fire does or does not exist in each hundred-foot square in the area. Since this is a Detection ability, it can penetrate some solid objects (see Detection). This ritual can sense fires as small as a candle flame, but no smaller.

This ritual requires one fatigue level from its participants.

Sense Plants

Rank 2

Casting time: One minute.

Detection

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Spheres: Revelation, Verdamancy

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You learn the general pattern of where natural, nonmagical plants exist within a one mile radius from your location. The detail of your mental picture is limited to roughly knowing whether plants do or do not exist in each hundred-foot square in the area. Since this is a Detection ability, it can penetrate some solid objects (see Detection). This ritual can only sense plants that are Small or larger, or closely packed clusters of smaller plants that reach a similar combined size (such as dense grass).

This ritual requires one fatigue level from its participants.

Sense Water

Rank 2

Casting time: One minute.

Detection

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Spheres: Aquamancy, Revelation

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You learn the general pattern of where water exists within a one mile radius from your location. The detail of your mental picture is limited to roughly knowing whether water does or does not exist in each hundred-foot square in the area. Since this is a Detection ability, it can penetrate some solid objects (see Detection). This ritual can sense water as small as a gallon, but no smaller.

This ritual requires one fatigue level from its participants.

Summon Mount

Rank 2

Casting time: One minute.

Attune, Manifestation

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Spheres: Summoning

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Choose a ritual participant. This ritual summons your choice of a Large light horse or a Medium pony to serve as a mount for the chosen creature. The creature appears in an unoccupied location on stable grond within Medium (60 ft.) range. It comes with a bit and bridle and a riding saddle, and will only accept the chosen creature as a rider. It has the same statistics as a creature from the summon defensive monster spell, except that it follows its rider’s directions to the extent that a well-trained horse would and it cannot attack.

This ritual requires one fatigue level from its participants.

Tiny Hut

Rank 2

Casting time: One minute.

Attune, Manifestation

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Spheres: Telekinesis, Thaumaturgy

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You create a permeable barrier around a Small (15 ft.) radius zone from your location. The barrier is visible as a shimmering magical membrane that does not block sight. As a standard action, a creature can move five feet from outside the hut to inside the hut, or vice versa. However, the hut blocks line of effect for all other purposes. The barrier has hit points equal to three times your power, and is destroyed when its hit points become negative.

If you leave the zone, this effect ends.

This ritual requires one fatigue level from its participants.